DRU 



HIST. 



¥HST IT IS 

AND 

MOW TO PLAY IT, 

\JJ BIT 

A. M, LINE, 



RULES OF DRIVE WHIST. 

HOW TO PLAY THE GAME. 

SCORE CARDS AND HOW TO SCORE. 
ARRANGEMENT OF TABLES. 

HOW TO CHOOSE PARTNERS. 
INVITATIONS AND PRIZES. 

HINTS TO THE PLAYER AND HOSTESS. 



ISSUED BY 

ARTHUR M. LANE, 

HARTFORD, CONN. 



Copyrighted, 1885, by A. M. Lane. 



Star Printing Co., 336 Asylum St., Hartford. 



HOW TO PLAY 

DRIYE ¥HIST. 

ZjT^iyHIST is, without question, the best of all 
VtAl/ our domestic games. Drive Whist has 
become all the rage wherever it has been intro- 
duced, young and old alike praise it, and as a 
means of entertaining a company for an even- 
ing it has no equal. 

The change of players from table to table 
serves as a medium whereby all become ac- 
quainted, consequently there are no "Wall 
Flowers" at a Drive Whist party. 

Naturally some one asks : "What is Drive 
Whist?" and to answer this question the follow- 
ing work has been prepared. 

The regular game of Whist is played and all 
the rules of play that are given by the different 
authorities on the game are followed. 



4- 

IMITATIONS. 

The ingenuity of the hostess- has full play in 
selecting and devising a card of invitation. 
Blank playing cards are sometimes sent out with 
the invitation printed on the face. 

It is well to mention " Cards" and the time 
you wish to begin the game. Some persons 
prefer " Drive Whist," 

Invite an even number of ladies and gentle- 
men, eight to twenty couples may take part in 
the game. A company of twenty-four persons 
for six tables make a very pleasant party, al- 
though most Drive Whist clubs have forty mem- 
bers. Our rules apply to any number of tables. 
The hostess should see that the company are 
acquainted and made perfectly at ease as soon 
as they arrive, so that there may be no delay in 
starting the game. 



TABLES. 

There should be four tables at least, more if 
you can have them, arranged about the room 
as will be the most convenient. Each table 
having a number which can be plainly seen. 



5- 

There are no "Prize., Love, or Booby tables" as 
in Progressive Euchre, each table being alike in 
value. 

PARTNERS, 

Various ways of selecting partners are in use, 
but many times the hostess devises some way 
that is novel and pretty. One way is to have 
the gentlemen's names written on the score 
cards, and let the ladies draw them, the hostess 
presenting the gentleman to the lady that has 
drawn his card, and at the same time seating 
them at the table at which they shall play their 
first hand. Perhaps the best and quickest way 
to select partners and get the company seated 
ready to play, is as follows : Take just as 
many blank cards as there are guests and num- 
ber them ; odd numbers for ladies and even for 
gentlemen, then on card number One write 
"Play with number Two at Table number 
One;" on card number Two write "Play with 
number One at Table number One ;" on card 
number Three write " Play with number Four at 
Table number One;" on card number Four 
write " Play with number Three at Table One ; ' ' 



6. 

At table number two, numbers five and six play 
together against numbers seven and eight . This 
way is followed until all of the tables have been 
filled. As soon as the partners have been 
chosen and seated at the tables, play should 
begin at a signal from the hostess. 



DEALING. 

The first deal at all the tables should be de- 
cided by the gentlemen who cut the cards, low- 
est card to have the deal ; after which in chang- 
ing tables the ladies and gentlemen should cut 
alternately for the deal, ladies cutting on the 
second hand played. Some clubs have de- 
cided that the deal belongs to the losers after 
the first hand has been played. 



TRUMP, 

The trump should always be turned, face up 
on the table after the cut, and left until the first 
trick has been played. Never use a "Blind 
Trump" in Drive Whist, as only about half of 
the players will remember what the trump is 
unless it is turned. 



7- 

NUMBER OF HANDS TO BE 
PLAYED, &c. 

The number of hands to be played during 
the evening should be decided upon before 
play begins, and all should play the full num- 
ber. Twenty-five hands will last about two 
hours. 

Only one hand is to be played at any table, 
and as soon as that is finished the losers ad- 
vance to the next table, players at table one go- 
ing to table two, those at table two going to 
table three, &c. The players at the last table 
returning to table number one. As soon as 
any partners have played the number of hands 
agreed upon, they should retire from the tables 
but if the above rule in regard to changing is 
followed, all will finish at about the same time. 



SCORE CARDS AND SCORING. 

Cards should be provided, one for each 
couple, and ruled for Points Won, Points Lost, 
and the number of hands to be played. The 
gentlemen should keep the score and be very 
particular at the end of each hand to put down 



8. 

the points won or lost under the number of the 
hand played, for at the end of the play the total 
number of points won and the total number of 
points lost should exactly balance if the score 
has been correctly kept on all the cards. After 
all have played the number of hands agreed 
upon, the hostess or some one selected, takes 
the score cards and compares them, and the two 
partners having the highest score, take first 
prize, and the lowest score Booby prize. 

The best Score Card to use is the one de- 
signed and copyrighted by A. M. Lane. It 
gives in convenient form the number of hands 
to be played, points won and points lost, who 
the hand was played with, places for the host- 
ess' name and date of the party, and names of 
the partners. This card will be found for sale 
at all leading Stationers, or can be had by send- 
ing direct to A. M. Lane, Hartford, Conn. 

HINTS TO THE PLAYER. 

Sort your cards so as to give no clue to the 

contents of your hand. Do not get into the 

habit of putting your trumps always in the 
same place. 



9- 

Hold your hand well up that it may not be 
overlooked. Before playing to the first trick, 
count your cards and look at the turn-up card. 

Play without hesitation. Hesitation exposes 
the hand and directs the opponents. 

Play the game on recognized principles. 
Avoid all impatient actions and remarks. 

Never thrown down your cards. Never talk 
while the hand is in progress. Never lecture 
your partner or find fault with his play ; keep 
your temper. Bring your wits with you, they 
will be needed. 



HINTS TO THE HOSTESS. 

Introduce your guests and see to the selec- 
tion of partners as soon as they have all arrived. 

Music during the evening makes it enjoyable 
for the players. Refreshments should be 
served after the play is finished. 

Provide pencils for the score cards. Pro- 
gramme pencils are the best. 



GENERAL RULES OF WHIST. 



COMPILED FROM THE 
BEST 
AUTHORITIES. 



GENERAL RULES OF WMIST. 



Compiled from the best Authorities. 



THE LEAD, 

1. The original lead should be from your 
strongest suit. 

2. A " strong" suit is one in which you 
have four or more cards, or one in which you 
have three cards, two of which are honors. 
The former is generally preferable for the orig- 
inal lead. 

3. Never lead from a weak suit, except 
when the previous fall of the cards shows you 
that it is better to discontinue your own or 
your partner's strong suit. 

4. When obliged to lead from a weak suit, 
select the strongest one you have, unless your 
partner or your left hand adversary has dis- 
carded from it, or your right hand adversary 
has shown strength in it. 



14- 

5. With five trumps without an honor it is 
generally right to lead them. With five trumps, 
with an honor, or with six trumps, always lead 
them. 

You should lead from four trumps, if you 
get the lead after your opponents hands are so 
far cleared of your strong suit that you com- 
mand it. 

Do not lead from less than four trumps un- 
less — 

You have winning cards in every suit : or 
Your opponents are both trumping : or 
The game is hopeless unless your partner 
proves strong. 



LEADS AFTER THE FIRST ROUNDS 
OF A SUIT. 

6. Avoid changing your lead from one suit 
to another : and if you lose the lead and obtain 
it again after one or more tricks have been 
played, generally pursue your first lead. 

7. After the first round of a suit, if neces- 
sary for you to lead it, generally lead the win- 
ning card if you have it ; and if you remain 



*5- 

with the second and third best, lead the second 
best. 

8. In other cases continue with your lowest. 
(For exceptions see " Leads in Detail.") 



RETURNED LEADS, 

9. Always return immediately your partner's 
lead of trumps if you have them. 

10. Generally return your partner's lead, 
unless you have a strong suit of your own 
which contains four cards and two or more 
honors. 

11. When obliged to return your adver- 
sary's lead, choose a suit in which the fourth 
hand is weak, or one in which the second hand 
is strong. The former is preferable. 

12. Return the highest if you have but two 
of the suit left in your hand, the lowest, if 
more than two (subject, however, to rule 7) . 



LEADS IN DETAIL, 

The following leads are based upon the sup- 
position that there is no score for either side, 



and in case of strong suits that it is the origi- 
nal lead of the hand. 

In other cases the state of the score and the 
previous fall of the cards may cause variations. 

(When two ways of opening a suit are 
stated, u Cavendish 5 ' prefers the one first 
given.) 

Suits headed bx 

ACE. 

Ace, and four or more small ones. Lead 
ace. In trumps, lowest. Except with more 
than six trumps lead ace. 

Ace and three small ones. Lead lowest. 
Some players lead ace. 

Ace and two others, one of the others not 
being the king. Lead lowest. Except partner 
has indicated strength in the suit, when lead 
ace, the next highest. 

Ace and one small one. Lead ace. Espe- 
cially if partner has indicated strength in the 
suit. If two tricks must be made in the suit 
to win or save a particular point, lead lowest. 

ACE, KING. 
Ace, king, queen, with or without small ones. 



*7- 

Lead king, then queen. In trumps, queen, 
then king. 

Ace, king, queen, knave. Lead king, then 
knave. In trumps, knave, then ace. 

Ace, king, with one or more small ones. 
Lead king, then ace. In trumps, lowest. Ex- 
cept, with more than six trumps, lead king, 
then ace. 

Ace, king, knave, with or without small ones. 
Lead king, then ace. Sometimes king, then 
change the suit in order to finesse knave on re- 
turn. 

Ace, king, only. Lead ace. 

ACE, QUEEN. 
Ace, queen, knave, &c. Lead ace, then, 
queen. With ace, queen, knave, five or more 
in suit, lead ace, then lowest of queen, knave 
sequence. 

Ace, queen, ten, nine, with, small ones. 
Lead ace. In trumps, nine. Except with 
more than six trumps, lead ace. If knave is 
turned up to your right, lead queen. 

Ace, queen, ten, nine, eight, with or without 



i8. 

small ones. Lead ace. In trumps, eight. Ex- 
cept, with more than six trumps, lead ace. 

Ace, queen, ten, nine, without small ones, 
Lead nine. Some players lead ace. In 
trumps, if knave is turned up to your right, 
lead queen. 

Ace, queen and two small ones. Lead low- 
est. Some players lead ace. 

Ace, queen and one small one. Lead low- 
est. Except when partner has indicated 
strength in the suit, then lead ace, then queen. 

Ace, queen, only. Lead ace. 

ACE, KNAVE. 

Ace, knave, ten, nine, with small ones. Lead 
ace, then knave. 

Ace, knave, ten, nine, without small ones. 
Lead nine. Sometimes ace. then knave. 

Ace, knave, ten and one small one. Lead 
lowest. Some players lead ace. 

Ace, knave and two small ones. Lead low- 
est. Some players lead ace. 

Ace, knave and one small one. Lead low- 
est. Except when partner has indicated 
strength in the suit, when lead ace, then knave. 



I 9 . 

Ace, knave, only. Lead ace. 

KING. 

King and three or more small ones. Lead 
lowest. 

King and two others, one of the others not 
being the queen. Lead lowest. Except part- 
ner has indicated strength in the suit, when 
lead king, then next highest. 

King and one other. Lead king. Especial- 
ly if partner has indicated strength in the suit. 

KING, QUEEN. 

King, queen, knave, ten, with or without 
small ones. Lead ten, then queen. Some 
plaeyrs lead ten, then king. 

King, queen, knave and more than one small 
one. Lead knave, then queen. If knave does 
not win, some players continue with king. 

King, queen, knave, only, or with one small 
one. Lead king, then queen. 

King, queen, ten, with one or more small 
ones. Lead king. If it wins, then lowest. 

King, queen and two or more small ones. 
Lead king. If it wins, then lowest. In 



20. 

trumps, lead lowest, then king. Except, with 
more than six trumps, begin with king. 

King, queen, ten, only. Lead king, then 
queen. 

King, queen and one small one. Lead king. 
If it wins, then lowest. Except partner has in- 
dicated strength in the suit, when lead king, 
then queen. 

King, queen, only. Lead king. 

KING, KNAVE. 

King, knave, ten, nine, &c. Lead lowest of 
sequence. If it wins, then next in sequence. 

King, knave, ten, with one or more small 
ones. Lead ten. If it wins, then lowest. 

King, knave, ten, only. Lead ten, then 
king. Except partner has indicated strength in 
the suit, when lead king, then knave. 

King, knave and two or more small ones. 
Lead lowest. In trumps, with king, knave, 
nine, &c, and ten turned up to your right, lead 
knave. 

King, knave, only. Lead king. 

QUEEN. 

Queen and three or more small ones. Lead 
lowest. 



21. 

Queen and two small ones. Lead lowestl 
Except partner has indicated strength in the 
suit, when lead queen, then next highest. 

Queen and one small one. Lead queen. 

QUEEN, KNAVE. 

Queen, knave, ten, with or without small 
ones. Lead queen, then knave. With live or 
more in suit, lead queen, then lowest of sequence. 

Queen, knave, nine and one or more smal. 
ones. Lead lowest. In trumps, the same, un- 
less ten is turned up to your right, when lead 
queen. 

Queen, knave and two or more small ones. 
Lead lowest. 

Queen, knave and one small one, or queen, 
knave, only. Lead queen If it wins, then 
knave. 

KNAVE 

Knave, ten, nine, with one or more small 
ones. Lead knave. With five or more in suit, 
lead knave, then lowest of sequence. 

Knave, ten, eight, w T ith one or more small 
ones. Lead lowest. In trumps, if nine is 
turned up to your right, lead knave . 



22. 

Knave, ten and two or more small ones. 
Lead lowest. 

Knave, ten and one other. Lead knave. 

Knave, ten, only. Lead knave . 

Knave and three or more small ones. Lead 
lowest. 

Knave and two small ones. Lead knave, 
then next highest. 

Knave and one small one. Lead knave. 

TEN. 

Ten, nine, eight, with one or more small 
ones. Lead smallest ; in trumps, ten. Having 
led ten in trumps from five or more in suit, 
continue with lowest of sequence. Some play- 
ers lead ten in all suits. 

Ten, with nine and small ones ; or, from ten, 
with three or more small ones. Lead lowest. 

From suits of two or three cards headed by 
ten, lead ten. 



SUITS HEADED BY R SMALL C1RD. 

From suits headed by a card smaller than 
the ten, containing four or more cards, in all 
cases lead the lowest. 



23* 

From suits headed by a card smaller than 
the ten, containing at most three cards, in all 
cases lead the highest. 



SECOND HAND. 

Ace, king and others. Play king. In 
trumps, it is often right to leave the chance of 
first trick to partner. 

With Queen also. You are so strong that 
you should not pass the trick even in trumps. 

Ace, king, knave. Play king. 

Ace, queen, knave. Play knave. With ten 
also, or others belonging to the sequence, the 
lowest of it. 

Ace, queen ten. Play queen. In trumps, 
the ten. 

Ace, queen and two small ones. Play the 
smallest, unless knave is led by a good player, 
when put on ace. 

Ace, queen and three or more small ones. 
Play queen if weak in trumps, a small one if 
strong. 

Ace, knave, ten and one or more small ones. 
Play the smallest. In trumps, the ten. 



24. 

Ace, knave and small ones. Play the small- 
est in all suits. 

Ace and four small ones. Play small one 
unless game is in a critical state and you are 
weak in trumps. 

King, queen and others. Play queen. In 
trumps, the smallest, unless you have the ten 
also, or only three in the suit. 

King, knave, ten, &c. The lowest of the 
knave sequence. 

Queen, knave, &c, knave, ten, &c, ten, 
nine, &c. Play the lowest of the two high 
cards if numerically weak, and a small card if 
numerically strong in the suit. 

King and one other. Do not play your king 
unless to cover a high card. In trumps, play king. 

Queen and one other, or knave and one 
other. Whether trumps or not play small card, 
unless to cover. 

If ten is led and you hold queen and one 
other, cover with the queen. With queen and 
two others, pass the ten. With knave and one 
other, never cover a ten led. 

If an honor is led and you have a higher 
honor, and numerical weakness, cover it. 



25- 

With one honor and numerical strength, you 
pass an honor led, except you have the ace, 
when put it on. 

In second round of a suit, if you have the 
winning card you should in plain suits general- 
ly play it second hand. In trumps, there are 
many cases in which you should not, especially 
if you have numerical strength in trumps and a 
good hand besides. 



THIRD HAND. 

In the first round of a suit you should gen- 
erally play your highest card third hand, unless 
it is in sequence, when play lowest of sequence. 

With ace, queen, you finesse the queen. 

If you have reason to think that your part- 
ner is leading from a weak suit, you may make 
any other finesse. If you cannot tell whether 
your partner's lead is from strength or weak- 
ness, you presume it is from strength and do 
not finesse. 

It can hardly ever be right to play queen on 
a ten led by your partner when not covered 
with knave by second player. 



26. 

In the second round of a suit, if you hold 
the best and third best cards, and do not know 
the position of second best card, you generally 
finesse if strong in trumps, but not if weak. 

It is of no use to finesse against your right 
hand opponent in a suit in which he has shown 
weakness. 

Note. — For further particulars of the play at 
second and third hands, see " Cavendish on 
Whist," nth English Edition; and " Treatise 
on Short Whist," by James Clay. 



FOURTH HMD, 

Generally wins the trick as cheaply as possi- 
ble. 



THE DISCARD. 

If your opponents have led or called for 
trumps, discard from your strongest suit, if they 
have not so indicated strength in trumps, dis- 
card from your weakest suit. 



THE CSLL FOR TRUMPS. 

The call for trumps consists in playing an 
unnecessarily high card, e. g. King and ace 



27. 

being led, you play a five on the first round 
and a three on the second round. 

Do not call for trumps with less than five 
trumps with one honor, or four trumps with two 
honors, and then only when there is considera- 
ble strength in your own or your partner's 
hand. 

Late in the hand the fall of the cards may 
justify you in calling for trumps with less 
strength. 



PRACTICAL HINTS, 

Always play strictly in accordance with the 
"Laws of Whist, by J. L. Baldwin" (which 
have been adopted by all the leading clubs,) 
and enforce all the penalties required thereby. 
No one can hope to be other than a careless 
and indifferent player unless all penalties for 
violation of law are enforced. 

Much is to be learned by looking over good 
players. Do not look over more than one 
hand at a time. Do not judge by conse- 
quences. The play, though correct on calcu- 
lation, may nevertheless turn out unfortunate. 
Good play does not ensure success in every case. 



28. 

Bystanders should make no remark, nor by 
gesture intimate the state of the game ; and 
they should not walk round the table to look at 
the different hands. 

Study carefully "Cavendish on Whist," nth 
English Edition, and "A Treatise on Whist/' 
by James Clay. 

Beginners should commence with a careful 
reading of "The Theory of Whist/' by Wil- 
liam Pole. 



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